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Programming Pioneers

Discover how computer programs control everyday electrical products, then design, program and test your own system.
Regular price £14.99
Sale price £14.99 Regular price

Everything you need to teach this scheme

Fully planned lessons, each with:

lesson plans

Lesson plans

Easy-to-follow teaching guidance, plenaries and assessment questions

teaching slides

Teaching slides

Ready-to-use whole-class teaching presentations

differentiated activities for adaptive teaching

Differentiated activities

Three levels of differentiation to support adaptive teaching

alternative activities

Alternative activities

Extra activity options for greater flexibility

assessment

Assessment

Assessment questions and a scheme assessment grid

planning and reference

Planning & reference

Medium-term overview and Knowledge Organiser

✓ Written and created by experienced primary teachers.

Bring coding KS2 projects to life with Programming Pioneers

How does a pedestrian crossing know when to change its lights? How can code control an automatic light or a door alarm? This Programming Pioneers scheme of work gives Year 5 and Year 6 children a practical introduction to coding and computer-controlled products, bringing together KS2 programming, electrical systems and purposeful Design and Technology.

Across six lessons, children will investigate embedded computer systems, explore the contributions of pioneering computer scientists and discover how hardware and software engineers work together. They will develop algorithms, design and program a model pelican crossing, and apply their learning to a system for monitoring or controlling a room.

These KS2 coding activities give children a clear purpose for writing, testing and debugging programs. From automatic lighting to door-entry buzzers, children will explore how their instructions can control electronic components. They will communicate ideas through annotated sketches, develop physical prototypes or computer-aided design (CAD) models, and use testing and feedback to improve their designs.

What will children learn?

  • Explain how embedded computer systems monitor and control everyday products.
  • Explore how pioneering computer scientists and engineers have shaped technology.
  • Write algorithms to describe how a computer-controlled system should work.
  • Develop and program a model pelican crossing using electrical components.
  • Design a room system with a clear purpose, such as an automatic light or alarm.
  • Test and debug code to identify problems and improve how a system works.
  • Communicate ideas through annotated sketches, prototype models or CAD.
  • Evaluate designs against their criteria and use feedback to suggest improvements.

What’s included?

This six-lesson scheme includes detailed lesson plans, teaching slides, teacher’s notes, differentiated worksheets and alternative ‘Fancy Something Different…?’ activities. Supporting resources include a Scratch pedestrian crossing project, Raspberry Pi and BBC micro:bit activity options, component connection cards, a knowledge organiser and an assessment grid.

With practical routes using BBC micro:bit with MakeCode or Raspberry Pi equipment, Programming Pioneers connects coding for KS2 with designing and developing functional products. Programmable control equipment, electronic components and model-making materials are required for the practical activities.

Lesson sequence

Scheme at a glance

See how learning progresses across the scheme.

Lesson 1: Embedded Systems

Lesson 1: Embedded Systems

Explore how embedded computer systems control everyday products, writing algorithms to explain how they work and discovering the contributions of pioneering computer scientists.

Lesson 2: Controlling Crossings

Lesson 2: Controlling Crossings

Investigate how hardware and software engineers work together, then design, program and debug a model pelican crossing.

Lesson 3: Room Systems

Lesson 3: Room Systems

Develop a design brief for a computer-controlled room system, such as an automatic light or door alarm, communicating ideas through discussion and annotated sketches.

Lesson 4: Programming Products

Lesson 4: Programming Products

Explore how microcontrollers control electronic components, then develop and debug programs for a room system or investigate how an electronic toy could be programmed.

Lesson 5: Prototype Models

Lesson 5: Prototype Models

Create a physical prototype or a 3-D CAD model to communicate how a computer-controlled room system could look and work.

Lesson 6: What have we learned?

Lesson 6: What have we learned?

Evaluate a computer-controlled system design, reflecting on how testing, debugging and feedback helped improve the product and develop programming and DT skills.

Knowledge Organiser

Knowledge Organiser

Preview the Complete Scheme

See every lesson objective, lesson overview, assessment question and included resources before you buy.

Download the Overview
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D
Dawn Scott

Excellent resource!

Frequently Asked Questions about Programming Pioneers

What is Programming Pioneers?

Programming Pioneers is a six-lesson Design and Technology scheme for Year 5 and Year 6. It brings together coding, electrical systems and product design, helping children investigate, program and evaluate computer-controlled products such as a model pelican crossing or an automatic room light.

What coding skills will KS2 children develop?

Children will write algorithms, develop and test programs, and debug code to improve how a product works. These KS2 coding activities help children explore inputs and outputs and apply their skills to practical design challenges, seeing how programmed instructions can control electronic components.

Is this coding scheme suitable for Year 5 and Year 6?

Yes. Programming Pioneers is designed for upper KS2, with differentiated resources to support different starting points. The lessons build from investigating computer-controlled products to developing, programming and evaluating children’s own designs.

What is an embedded computer system?

An embedded computer system is a computer-controlled system built into a product to perform a particular job. Children investigate examples such as programmed lights and pedestrian crossings before developing ideas for a system that could monitor or control a room.

Which coding platforms does the scheme use?

The resources include activity options for BBC micro with MakeCode and Raspberry Pi equipment, alongside a Scratch pedestrian crossing project. Teacher’s notes support the practical activities, helping you select a route that suits your available equipment.

Does the scheme include Scratch coding for KS2?

Yes. A Scratch pedestrian crossing project supports children’s exploration of programmed traffic-light sequences. The wider scheme connects KS2 programming with physical products and electrical systems, including practical options using BBC micro or Raspberry Pi equipment.

What will children design and make?

Children begin by developing a model pelican crossing before designing a computer-controlled room system, such as an automatic light, alarm or door-entry buzzer. They communicate their ideas through annotated sketches and a physical prototype or a 3-D computer-aided design (CAD) model.

What equipment is needed for the coding activities?

Practical activities require programmable control equipment, such as BBC micro or Raspberry Pi equipment, and suitable electronic components. Physical models use materials such as shoeboxes, card and glue, while the CAD option requires access to Tinkercad or equivalent software. Each lesson identifies the equipment and resources needed.

How does the scheme connect KS2 coding with Design and Technology?

Children use code to solve practical design problems, applying their computing knowledge to program, monitor and control products. Alongside programming, they develop design criteria, explore electrical systems, communicate ideas, create prototypes and evaluate their work, connecting coding with the KS2 DT design process.

What teaching resources are included?

The scheme includes six lesson plans, teaching slides, teacher’s notes, differentiated worksheets and alternative ‘Fancy Something Different…?’ activities. Supporting resources include programming activities, component connection cards, a knowledge organiser and an assessment grid.